HQ relocation in 4.0 boys!!
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Re: HQ relocation in 4.0 boys!!
Well, this means I can actually do a proper ZYA playthrough now.
Re: [4.0 beta] PHQ can be used to annihilate factions
- relocation to player owned sectors onlyRei Ayanami wrote: ↑Wed, 18. Nov 20, 14:24I haven't unlocked it yet ingame, but if it really can be exploited that much then maybe it needs some limitations, such as
- target location needs X kilometers radius of unclaimed space (larger than station weapon ranges, so it can't be used offensively... maybe 50 km?)
- unable to teleport into sectors that belong to enemy factions
- only able to teleport to player owned sectors or sectors where your faction relationship is at least +X (>20~25 maybe? Could be used as an additional incentive to get a high relationship rank).
- if you want to teleport a player HQ to a neutral sector you first have to establish ownership by building a station with an administrative module there.
- vast amount of resources required for each relocation
This should be enough and also it gives a reason to claim a sector.
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Re: HQ relocation in 4.0 boys!!
My suggestion: jumpdrives yes, it may be interesting - but only for XL class ships.
No jumpdrives for destroyers. Carriers and auxiliary ships allowed. Maybe also builders.
Each jump require resources, but not energy cells. Nvidium maybe, or hydrogen.
It may change gameplay in an interesting way.
Fly safe!
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Re: HQ relocation in 4.0 boys!!
Thanks for not giving in
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Re: HQ relocation in 4.0 boys!!
4.00 Beta 1 HotFix 1 corrects the PHQ relocation not having requirements before use.
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Re: HQ relocation in 4.0 boys!!
Correct me if I’m wrong, but don’t we therefore have a very expensive and cumbersome ship jump drive, if you dock a fleet to your PHQ? I hope to test it out this weekend.
I’m still hoping for some kind of ship/ware teleporter, if not jump drives then maybe a station module, like the current Venture module, that can warp ships between similar modules you have built around the galaxy?
I’m still hoping for some kind of ship/ware teleporter, if not jump drives then maybe a station module, like the current Venture module, that can warp ships between similar modules you have built around the galaxy?
Re: HQ relocation in 4.0 boys!!
I'd rather have option to not do NPC mission and have Research tied to actual gameplay like upgrading weapons tied to owning some weapon fab. Moreover i don't like concept of PHQ when it is something Ego wants to give me instead of me building it anywhere i want. Normally i wouldn't care much about freebie but i need that freebie if i want research.
Thankfully there is mod that removes need for PHQ to research stuff.
Thankfully there is mod that removes need for PHQ to research stuff.
Re: HQ relocation in 4.0 boys!!
In my new start (3.30 + 4.0 veta), I decided to abandon the headquarters. It has become more difficult, more interesting, more immersion in the X universe.
But there is one small problem - nowhere to put your inventory.
Maybe for people like me to make a warehouse in the administrative center, or other ideas?
I think it's not difficult, otherwise someday ...
But there is one small problem - nowhere to put your inventory.
Maybe for people like me to make a warehouse in the administrative center, or other ideas?
I think it's not difficult, otherwise someday ...
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Re: HQ relocation in 4.0 boys!!
Well you could just drop your inventory into a floating lockbox somewhere convenient and safe from random firefights.
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Re: HQ relocation in 4.0 boys!!
They're in my pockets. Where else?
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Re: HQ relocation in 4.0 boys!!
One little thing I have found out so far regarding the PHQ relocation, is if you are using a mod which has the PHQ in another sector (than the games default one) then you will not be able to complete the first of the two researches as if looks like (beg to be proven wrong) Egosoft have it hard coded that the PHQ is in a certain sector.
Sooo, if your PHQ is based in another sector and you try placing a nav beacon as the first research/quest line tells you to nothing will happen. (Proved this by putting a nav beacon in the sector where the base "should" have been and the research/quest triggered and continued.)
Not tried the second research one yet as the resources to get for that one are making things a little hard...
Sooo, if your PHQ is based in another sector and you try placing a nav beacon as the first research/quest line tells you to nothing will happen. (Proved this by putting a nav beacon in the sector where the base "should" have been and the research/quest triggered and continued.)
Not tried the second research one yet as the resources to get for that one are making things a little hard...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Re: HQ relocation in 4.0 boys!!
That must be mod specific behaviour,
cos I manually moved (save game edit) my PHQ to another sector some while ago,
& after updating to 4.0 beta I could complete both researches & place beacons & teleport the PHQ.
Both to same sector (part 1) & different sector (part2).
cos I manually moved (save game edit) my PHQ to another sector some while ago,
& after updating to 4.0 beta I could complete both researches & place beacons & teleport the PHQ.
Both to same sector (part 1) & different sector (part2).
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Re: HQ relocation in 4.0 boys!!
Yea, very well could be, maybe the mod one didn't change everything that you changed by manually editing the save file.. No matter, hopefully once I complete part 2 it will let me move it
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: HQ relocation in 4.0 boys!!
First,
2nd, the station transport should be part of the research menu tree. And require LOTS of wares to complete.
And
Agreed, why isn't it moved yet?alt3rn1ty wrote: ↑Wed, 18. Nov 20, 04:49Could we keep revelations like this in the Spoilers forum?
viewforum.php?f=182
Instead of blaring it out in the title in a Foundations forum post.
2nd, the station transport should be part of the research menu tree. And require LOTS of wares to complete.
And
{EDIT} if you build a station without buying a plot it lowers rep so shouldn't moving a station into a faction owned sector do the same?Rei Ayanami wrote: ↑Wed, 18. Nov 20, 14:24I haven't unlocked it yet ingame, but if it really can be exploited that much then maybe it needs some limitations, such as
- target location needs X kilometers radius of unclaimed space (larger than station weapon ranges, so it can't be used offensively... maybe 50 km?)
- unable to teleport into sectors that belong to enemy factions
- only able to teleport to player owned sectors or sectors where your faction relationship is at least +X (>20~25 maybe? Could be used as an additional incentive to get a high relationship rank).
- if you want to teleport a player HQ to a neutral sector you first have to establish ownership by building a station with an administrative module there.
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Re: HQ relocation in 4.0 boys!!
The player base really wanted this facility and it is being included in the next update release; it's just that the details of the mechanics, requirements and consequences are still being ironed out in the beta process. There are no spoilers there because it isn't finished yet. Speculation about it can be fun, but is pretty pointless otherwise.
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Re: HQ relocation in 4.0 boys!!
Pointless speculation is raison d'être of Fora, isn't it?Alan Phipps wrote: ↑Tue, 24. Nov 20, 15:27Speculation about it can be fun, but is pretty pointless otherwise.
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Re: HQ relocation in 4.0 boys!!
Well that's interesting, went to continue to get stage 2 of the moving HQ this morning, but was greeted with this screen:
[ external image ]
Dunno if it's a mod that has made it disappear or not, but stage 2 "used" to be there...
[ external image ]
Dunno if it's a mod that has made it disappear or not, but stage 2 "used" to be there...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Re: HQ relocation in 4.0 boys!!
Seems like a bug; since the newest update I'm missing both HQ teleport techs. And since I don't play the beta with mods...
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Re: HQ relocation in 4.0 boys!!
Things changing during a dynamic beta process don't *have* to be a bug. If you look at the official beta changelogs, the beta shouldn't even include PHQ relocation yet.
A dog has a master; a cat has domestic staff.